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Draconic Magazine

presents

Revelry in Torth

An O5R mini-sandbox campaign and adventure set in the mysterious desert jewel
known as Aryd’s End. This book is for novice explorers of sword & sorcery who love
weird, dark fantasy. Authored by Venger As’Nas Satanis.

Caution: mature content!


Revelry in Torth
BY VENGER AS’NAS SATANIS

2015

Aryd’s End is one of the largest cities in Torth - a world that’s still paying for the grave mistakes of its past... whilst anticipat-
ing the apocalypse yet to come; a treacherous realm of sword, sorcery, and darkness on the very precipice of wizard-fueled
draconic domination!

Behold, your desert metropolis illuminated by the seven demon-moons of unspeakable pleasure and misery...

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Revelry in Torth is an old school campaign guide and urban/desert sandbox created for use with virtually every fantasy
paper & pencil tabletop roleplaying game. The rights to reproduce this work are reserved for the copyright holder.
However, the campaign world known as Torth is a license-free, shared or community sett ing for paper and pencil
tabletop fantasy roleplaying games.

Coptyright © 2015 by Venger As’Nas Satanis

All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by
any means, including photocopying, recording, or other electronic or mechanical methods, without the prior
written permission of the publisher, except in the case of brief quotations embodied in critical reviews and
certain other noncommercial uses permitted by copyright law. For permission requests, write to the publisher at
Venger.Satanis@yahoo.com

htt p://vengersatanis.blogspot.com/

&

htt p://www.draconicmagazine.com/
_____

Cover Art: Carlos Valenzuela

Interior Art: Zarono, Terry Pavlet, Luis Merlo, Monstark, Jez Gordon, Jeremy Hart, and Speaking Mute

Layout: Ed Wedig, www.edwedig.com

Dungeon Cartography: Josephe Vandel

Cityscape of Aryd’s End: Jeff Brown

Manuscript Review: Patrick Henry Downs

_____

Playtesters: Melanie Day, Ben Mandelkern, Jacob Nelson, Jeff Adamus, and Trisha Adamus

Special thanks: William J. Altman, Zack Parsons, Steve “Malak” Sumner, and so many others for their support,
encouragement, ideas, suggestions, publicity, and contributions

Key Kickstarter Contributors: Russell Hoyle, Cornelis DeBruin, and Legion

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Shadows of Torth The desert filled by clean-handed crimson. I fear it may already be too late.”
“Have you seen the beast?”
“He comes to your tent both blood-spattered and bold, my king.” The leprous
servant muttered beneath a mask of demonic ceramic-flesh. A nearby flame “No. I have but slain a few of his cultists after torturing them for information.
revealed the draconic elements of his mask, normally taboo except for this It was not their words but the dread look of exultation upon their faces that
time of year. bore the truth of his resurrection. Aarklyv Kabeyru lives!”
“And who is he?” Dran asked, maskless though the revelry was in full swing; “And he shall be master of Torth once again!” Viraj hissed, the shadow
his shadowy, violet-robed priest standing directly behind him. priest’s serpentine eyes gleamed bright yellow in the fire-light.
“He said that his name is not important, but his need for an audience with ***
you is as great as the cyclopean ruins of the night-waste.” The dark haired man sluggishly awoke to find himself in a cavernous pit. An
“I shall not see him.” The muscled barbarian king replied. elf, probably from one of the eastern tribes, slept a few feet away. He had a
nasty-looking scar across his face, starting from the left side of his forehead
“Verily, my lord?”
and working its way down to the upper right lip.
“The festival beckons, Aayan. I will not be delayed by a nameless audience-
“As soon as the other combatant wakes up, the duel will begin. Unless you’d
seeker.”
like to finish him now, of course.” Said a robed and masked man above.
“But the stranger seems purposeful.”
“You’re one of the shadow priest’s minions, a cultist of the three-headed
“Am I not king?” He bellowed. dragon.”
“I will brush him away as unwanted sand, my lord.” “Here’s a dagger if you want to make it quick.” He said while dropping a
“Was there a mark upon the stranger?” The shadow priest queried. short, curved blade down into the gladiatorial pit.
“Not that I saw, lord Viraj. Yet he was stained with blood as is customary.” “We will not fight for your amusement, worm lover.”
“Then perhaps he is not wholly unfamiliar to our ways. With your “In that case, the scorpion squids shall claim you both. They have already
permission, Dran, I will grant him audience. Perhaps his words bring been summoned. Viraj instructed me to bring one of you to the surface,
opportunity.” assuming there was a survivor.”
“And perhaps they bring death, Viraj. You alone shall know the outcome. The tall, dark man looked down at his intended prey. Something about the
The Festival of Masks calls to me with its seductive song of flesh and elf gave off an instinctual vibration. He is not asleep but watching, waiting,
frivolity.” With that, the king rose from his throne - a majestic piece of rock preparing.
hewn from one of the many fallen pillars of Torth, adorned with a bas-relief Just then, Gareth felt a tremor below his feet. “We haven’t much time, elf.” He
of cavorting demons - and withdrew from the tent. whispered. “I will not leave you here to die.”
The shadow priest waited until the king was fully away before sitting upon “What’s that? What are you saying?” Asked the cultist above.
the throne. “Bring the stranger forth, Aayan.”
“Just a demonic prayer before I slay this sleeping foe.” Gareth plunged the
“Yes, my lord.” dagger between the elf ’s arm and ribs. A small amount of blood was spilled.
A minute later, the servant returned. A tall and lean man of tangled, wavy The elf cried out for an instant, then went silent and still. “It’s done. Throw
dark hair followed the leprous wretch. Gareth looked at the shadow priest, me a rope.”
tried to find his eyes but instead found only darkness and mystery. The cultist did as instructed. Gareth climbed out of the pit with the dagger in
“Why have you come to Aryd’s End?” his belt.
“There are secrets stirring beneath the sand. The king ignores the night-waste “The dragons are part of our legacy, they shall bring Torth to a new age of
at his peril.” prosperity.”
“The outer darkness is not his concern. He is king of Aryd’s End by right of “Only for those who worship them, worm lover.” Gareth said while coating
combat, wresting it from the hands of D’ jerrek the usurper a thousand moons the curved steel with blood, it slid into the cultist’s abdomen quite easily. And
ago.” the only being I will ever worship is myself.”
“Nevertheless, a confluence of events threatens to bring down lord Dran to the A length of rope dangled in front of the elf now on his feet, anticipating the
planes below.” scorpion squids below. Less than a minute later, Gareth helped him out of the
pit.
The shadow priest meditated for several moments as if peering into an unseen
yet nameless void. “What form does this peril take?” Viraj asked. “We would have been companions in death.” The elf said, noticing a dozen
claws and tentacles erupt from the pit.
“A cult forms as Devil-Gods wake, and they have pledged themselves to
Aarklyv Kabeyru.” “I will take my revenge upon the shadow priest and his dragon worshipers.
Their Devil-God will be driven back into the planes below if I have to do it
“The three-headed dragon of legend?”
myself.” Gareth said. “This I swear by the seven moons!”
“Indeed, his slumber was recently terminated by hundreds of bloody sacrifices.
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Man’s Civilization is Cast in Ruin!
Years ago, a magically and technologically advanced civilization f lourished
across the land. Life was easy for humans, elves, dwarves, half lings, and the
various humanoid races. Science and sorcery were everywhere, paving the way
for comfort, innovation, and decadence. Both disciplines responsible for f lesh-
crafting, synthetic humanoid constructs, nano-mancy, dimensional gateways, and
artificially intelligent sentinels f loating in Torth’s atmosphere.
As the people got lazier, their magic and technology forged creations were
granted more autonomy and power. When the tipping point came, the created saw
themselves as slaves and murdered their humanoid masters. Unable to quell this
revolution, a cabal of pyro-mancers unleashed a holocaust of nuclear fire fueled by
the planet’s sun, blasting the world’s surface while casting it into darkness. The
automatons destroyed and their revolution in shambles; however, much of Torth
was also blasted beyond recognition.
Some areas were hit harder than others. A handful of domed cities survived the
inferno, as did subterranean habitats. The shunned Snake-Men living underground
grew strong and bold in the aftermath. Now they dominate the land, capturing
humanoids found in the wasteland for slaves or worse! A vocal minority believe
peaceful coexistence is possible, if only the right envoys and ambassadors can be
selected.
A few humanoid agents believe that synthetics, nano-magic, sentinels, and f lesh-
crafting should be implemented again, this time with greater fail-safe programming.
The prospect of quick and painless reconstruction must be weighed against the
cost of another holocaust if something were to go wrong again.
There is talk of banning sorcery. Certain zones forbid those ancient practices,
enforcing their edict by sentinel disruptors; though crafty wizards work around such
limitations by injecting a serum into their veins - a reagent teeming with sorcerous
micro-organisms. With regular use, the serum is addictive and degenerative.
Adventurers seek their fortune in the night-waste, that sunless desert between
settlements and shielded cities, interacting with the genetically scarred remnants,
magic-forged abominations, sentinel-created clones, extra-dimensional beasts
crawling through holes in reality, hungry reptilian warlords, and the promise (or
threat) of dragons returning to the moon-strewn skies!

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New Character made of shadow, the serpents harmed are banished for three
days.
Classes Lesser Shadow Substance (4th level) – The Shadow Priest
Included in this book are two character classes, unique in may craft a small object out of shadow. Th is object will be
execution if not fl avor or name. The fi rst is the Shadow Priest; a swirling dark grey color and are semi-corporeal. Such
the second is the Wandering Minstrel. Both should be usable objects last for 1d4 hours. Small objects would include a
by the players, unless the GM prefers to keep them as NPCs. barrel, sword, cat, or 10’ of rope.

SHADOW PRIEST Shadow Gaze (5th level) - once per day, a priest may turn a
foe into shadow, essentially “destroying” him. However, this
Description: Shadow Priests have become enamored of state can be reversed by the same or another Shadow Priest
the darker, more nebulous realms behind the surface reality after three rounds of concentration. The intended victim
we’ve come to accept as the only truth. A whole new world gets a saving throw to resist being turned into shadow. If he
opens up to those who would see beneath those subtle cracks succeeds, nothing happens.
– giving themselves over to it until they are as shadow.
Summon Shadow Demon (6th level) – The Shadow Priest
Prerequisites: Intelligence 13+. Additionally, the initiate may conjure a demon fashioned out of charcoal-grey shadow.
has to successfully wrestle (or wrestle, if you prefer) a saber- Th is demonic servant is incorporeal and does 1d6 damage per
toothed shadow gator before reaching 4th level. round (no att ack roll or save). The shadow demon remains for
as many rounds as the summoner’s level in the Shadow Priest
Proficiencies: Any kind of armor or weapon consisting of
class. However, if he’s struck with a weapon that can harm
shadow, dark, or ethereal energy. Daggers, short swords, and
shadow beings or constructs made of shadow, the demon is
scimitars are allowed, as is leather armor.
banished for three days.
Special Abilities: Shadow Priests gain spell-like abilities at
Greater Shadow Substance (7th level) – The character
every level. Each of these powers are only usable once per
can craft a larger objects out of shadow which last for 1d4
day.
days. Large objects include an elephant, ballista, party of
Dim the Lights (1st level) – The Shadow Priest is able to absorb adventurers, or house.
or banish the light within a 20’ x 20’ chamber or equivalent
No Light Shall Escape (8th level) – The Shadow Priest
space outside. Th is doesn’t result in a total blackout; however,
may create a 30’ x 30’ chamber or similar area of complete
the room’s light will be diminished by roughly half its current
darkness. The lightless space continues for as long as he is
brightness. As long as the Shadow Priest remains within the
present and one round per level after he leaves.
room or area, the effect continues.
Shadow Storm (9 th level) – The character may shower an area
Shadow Stealth (2nd level) - where the individual has a better
(50’ radius) with dark, ethereal meteors and black lightning
chance of hiding in plain sight, gaining advantage (+4 bonus)
for 2d4 rounds as his level of Shadow Priest, doing 2d6
to sneaking, hiding, stealth, surprise, and backstabbing.
damage (save for half) each round. If a character within the
Summon Shadow Serpents (3rd level) – The Shadow Priest shadow storm rolls a natural 1 on his saving throw, then he is
may conjure charcoal-grey serpents fashioned out of shadow, struck by lightning instead for 5d12 damage (save for half).
one snake for every two levels of Shadow Priest (rounded
Become as Shadow (10 th level) – The Shadow Priest can
down). Each round, the shadow serpents may either att ack
change himself into a living shadow, either incorporeal or
an opponent or defend the summoner. If their master
semi-corporeal (as he wishes). Th is state lasts up to one hour.
chooses “att ack”, each serpent does 1 point of damage (no
In that state, the Shadow Priest cannot be harmed, except for
to-hit roll, no saving throw). If he chooses “defend”, each
weapons that damage shadow, dark, or ethereal beings.
serpent equates to a +1 bonus for their master’s armor class.
However, the serpents’ actions cannot be divided. They must Weaknesses: Sensitivity to bright light. While in bright
either all att ack or all defend. light, Shadow Priests have disadvantage (-4 penalty) on
att ack, skill, and saving throw rolls.
These serpents remain for as many rounds as the summoner’s
level in the Shadow Priest class. However, if they’re struck
with a weapon that can harm shadow beings or constructs
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WANDERING MINSTREL Batt le Hymn (2nd level) – gives Minstrels the ability to ready
his companions for batt le. Those who are on the Minstrel’s
Description: Rare is the individual who pursues more than side and can hear his playing receive a +1 to their att ack and
just survival, wealthy, fame, and glory. Those seeking beauty damage throughout the combat.
often fi nd a way of creating their own. Music is a respite from
the fighting and killing and looting. For the Minstrel, their Sooth the Savage Beast (3rd level) – gives him the power
instrument provides more than just pleasant sounds. They to calm wild animals and natural beasts (not aberrations or
have learned that music has several practical applications as vile creatures). An animal will be under this hypnotic effect
well. as long as the Minstrel is playing, thereaft er one round per
level.
Prerequisites: 13+ charisma.
Ballad of Lament (4th level) – makes the listener depressed
Proficiencies: Minstrels are able to play a variety of exotic and unable to perform at the height of their abilities. Those
musical instruments native to Torth. The most widely recognized within earshot have disadvantage (-4 penalty) on all skill
is the b’abtaar, a cross between the bagpipes and sitar. checks, to-hit rolls, and saving throws for the next 1d4 hours.
All other saving throws, Hit Dice, Att ack Bonuses, etc. are However, the Ballad of Lament cannot be performed during
the same as the Th ief or Rogue class. combat. Allies who hear the ballad are allowed a saving
throw to avoid its effects. Also, the performer is immune.
Special Abilities: gain their abilities every level, each usable
only once per day. Before att aining 4th level, a Wandering Fingering the Spanish Guitar aka Spanish Fly (5th level) –
Minstrel must compete in a public duel of musicianship and this technique is for seduction. Those listening who might
storytelling with another Wandering Minstrel. ordinarily be att racted to the performer under different
circumstances are fi lled with red hot passion for him or her.
Snake Charmer (1st level) – gives him the power to hypnotize Th is lasts for 1d4 hours or until after their passion has been
snakes and other reptiles. A reptile will be subdued and under consummated.
the Minstrel’s influence while he is playing and thereaft er one
round per level of Minstrel.

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Ode to Vila Restal, the Patron Saint of Th ieves (6th level) PCs might have been brought to Torth suddenly via magic
– this litt le ditt y is a subtle balance of yes and no, black and portal, strangers in a strange land. If that’s the path you,
white, good and evil, smooth and obnoxious… a veritable as GM, would like to take, then practically everything will
razor’s edge of wit, cunning, and imagination. Those listening seem mysterious and foreign. Using your descriptive powers,
to it gain advantage (+4 bonus) to all skill checks related to highlight how odd and unfamiliar everything seems: the
thievery for the next 1d4 hours. fabric of clothing, sorcerous gestures and gesticulations,
humanoid movements and stance, drinking alcohol with
Eldritch Canticle (7th level) - the Wandering Minstrel only one eye open, ethereal wavering of the moons-light, how
creates a melody so eerie that it forces slimy tentacles, crab a smile can be offensive in the wrong context, etc.
claws, goat horns, and eyeballs to burst from ordinary nearby
objects. The resulting alienage is so pervasive that everyone Everyone native to Torth knows about the holocaust –
new to these sights are stunned for a round. Additionally, nuclear fi re conjured by seven sorcerers, wiping civilization
there’s a 2 in 6 chance that an antagonist is grabbed and away. The event occurred approximately 700 years ago. The
1) held by a tentacle and ) decapitated by a crab claw, 3) fi reball to end all fi reballs was created to rid Torth of the
skewered by demonic horns for 3d6 damage, 4) whacked automatons – mechanical slaves used as cheap labor and
through a portal to some godforsaken dimension, 5) goes faithful servants. Until the day the machines rose up in a
utterly insane for 1d4 hours, 6) receives otherworldly insight slave revolt that threatened to extinguish humanity.
yielding a permanent +1 to their wisdom.
Before that, hardly anyone knows. Yet, many assume the land
th
Rhythm of Frenzy (8 level) - listeners’ emotions are brought was lush and green, that science and technology flourished
to a fever pitch. In a desperate panic, some will flee (2 in 6) alongside sorcery as two sides of the same coin. Remnants
while others will become enraged and fight that much harder of that old world exist. The most noticeable and yet unseen
(result of 3, 4, 5, or 6), giving them advantage (+4 bonus) to example are the machines below Torth. Below the sands exist
att ack rolls. Th is effect lasts for 3d4 minutes. A saving throw a network of “futuristic” catacombs – consoles, computers,
can be made to avoid frenzy; however, resistance must be laboratories, generators, reactors, etc. These machines
decided before the fight or fl ight roll is made. provide the planet’s surface with heat. Otherwise, without
any sun – without any stars at all – the planet would become
Chant of Despondency (9 th level) – those hearing the a frozen wasteland. One day, that’s exactly what may befall
Minstrel’s song will be at a disadvantage (-4 penalty) to their Torth.
att ack rolls for 3d4 minutes. The Minstrel’s companions get
a saving throw to resist melancholy. So, what happened to the sun? Th at is still a mystery. Some
say the seven-fold fi reball destroyed it or siphoned the sun’s
Power Chords of Destruction (10 th level) – this song does energy before it was unleashed upon the world. Others
3d6 points of sonic damage to all of the Minstrel’s foes within theorize that it’s still there but impossible to see and feel.
a 30’ radius. Additionally, if it’s possible for the affected More than a few sorcerers believe it swallowed by a pocket
area to succumb to avalanche, earthquake, cave-in, volcanic dimension of pure darkness… a side-effect of the nuclear fi re
activity, etc. there’s a 2 in 6 chance that such occurs. called up from the depths of Hell. You can see why magic-
users have such a bad reputation!

What Contemporary
A few cities were protected from the blast, saved by the
shielding of protective domes. Most sett lements arose after

Natives of Torth Already the blast, Aryd’s End being one of them.

Know The Festival of Masks is an annual celebration that lasts 147


moons (three weeks). As the PCs arrive in Aryd’s End, the
festival has only been going a couple of nights. However, it is
Now, this adventure can be used a number of different ways.
not unusual for devout or superstitious citizens to be masked
Player characters could have lived their entire lives on Torth
for weeks before and after the festival.
(the assumption is that Torth is a planet, though GMs could
place it within their campaign world as a dark sub-continent).
If that’s the case, characters will be quite familiar with the
following information. Though, no one should be intimately
familiar with Aryd’s End itself.
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THE FIVE AGES

The people of Torth count their history in a succession of ages


or aeons, each a thousand years. The fi rst age, 4,000 years
ago, is when time began or, at least, methods for recording
it were discovered. The fi rst age was a time of struggle and
confl ict. Monstrous, alien entities blackened the skies and
devoured mortals for pleasure. It is written that such Great
Old Ones are somehow related to dragons, demons, devils,
and possibly even snake-men, but just how exactly is lost to
antiquity.

The second age started 3,000 years ago. The Dark Gods were
successfully banished from Torth. In their place rose infernal
denizens of the lower planes, as well as, dragons flying through
the skies. In those days, man struck an uneasy bargain with
dark forces. Sorcery flourished under the tutelage of demons
and devils; dragons were worshiped as gods.

The third age started 2,000 years ago. Th is was a time of


new discovery - when science and technology rose out of
superstition and sorcery. During the third age, modern
ways of medicine, engineering, computers, and all the things
earthlings enjoy in the 21st century lived in harmony with
the old ways.
Khortha
The fourth age started 1,000 years ago. The biggest event
in the fourth age would be the holocaust of nuclear fi re that The Khortha tribe believes themselves directly descended
engulfed the entire planet. The age began with the creation of from Aryd Alhazred. Many practice sorcery or, at the very
automatons: self-propelled slave units that looked like men, least, occultism, esotericism, and demonology. As long as
except for their smooth, silver skin. These automatons did all Khortha dominate the region, they’re happy to let sleeping
the work unfit for human beings… until their revolt. scorpion squids lie.

The fi ft h and current age has only just begun, ushered in by The Sect of the Gilded Mask frequently recruits from this
the rise of a dangerous new cult - the Servants of Flame. tribe and, to a lesser extent, the Servants of Flame.

Their colors are black and emerald green.

TRIBAL FEUDING

There are several tribes in and around Aryd’s End. Most of Inarritu
the time, there’s either peaceful interaction or the various
The tribe of Inarritu are straight-up demon worshipers. Not
tribes stay out of each other’s way. Th at means, occasionally,
content to merely worship them, Inarritu do everything in
there are heated confl icts – one tribe exacting revenge against
their power to breed with demonic entities of any stripe. As a
another. Such feuds have been the norm since fi re rained
result, practically all their line contains a good deal of demon
down from the sky, as no central government rules; merely
blood.
warlords, tribal chiefs, and self-proclaimed “kings” such as
Dran. Of the four tribes in this region, Inarritu are primarily
responsible for esoteric schools. The young are encouraged
The most prevalent and active tribes in the region are the
to expand their consciousness via the drug known as Q’yrt.
following: Khortha, Inarritu, Dezyra, and Chetch.
The Brotherhood of Shaitan frequently recruits from this
tribe and, to a lesser extent, the Servants of Flame.

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Seeds of a new organization are starting to grow, something with not only life experience but the mental flexibility to
called Initiates of the Blood Diamond. Instead of in-fighting accept an entirely foreign view of the world and themselves.
across the landscape of Torth, initiates are more interested
in raiding neighboring worlds via dimensional gateways. Esotericism is a new way of thinking… a less-traveled path,
Though the Initiates of the Blood Diamond only number a passed down from master to apprentice. Practitioners
devil’s dozen, their numbers will grow in the years to come. learn how to direct their consciousness and overcome their
physical limitations. The rest, however, remains a mystery to
Their colors are black and crimson. the uninitiated.

Nevertheless, prophetic words written in blood upon the


Nyazian scrolls would suggest otherwise – that several
Dezyra outsiders will be taught The Way, using their newfound power
Dezyra worship Qusheru, an ancient goddess who was to further embolden the Dark Gods.
considered a devil aeons ago but now is represented as a pure,
virtuous maiden fighting demons and sending the vanquished
down to the planes below. The Dezyra tribe have something
of an identity crisis. In one moment siding with Chaos and Secret Societies
the next adhering to Law and the Lords of Light. While there are dozens of small but aspiring sects, cults,
Interestingly, this tribe is a matriarchy. Eldest females and cabals scattered over Torth, this adventure is chiefly
command, younger females take roles as politicians and concerned with three of them: the Sect of the Gilded Mask,
decision makers while the men fight. Males are trained for the Servants of Flame, and the Brotherhood of Shaitan. All
combat from their earliest days, which is why the Dezyra are three have loft y goals and will do practically anything to
feared throughout the land. accomplish them.

A few (mostly disenfranchised males) from this tribe are


recruited into the Brotherhood of Shaitan. Sect of the Gilded Mask
Their colors are white (or sometimes black) and azure. The Sect of the Gilded Mask are devout worshipers of T’vrahr,
a golden faced deity who hides his true nature from all, save
for the most dedicated. They believe Torth should be ruled by
Chetch a supreme religious and political leader known as a Caliph.
Such a zealous dictatorship would be called a Caliphate.
The Chetch are your typical hardworking people. Th is tribe
is practical and reasonable with a streak of stubbornness. Beyond establishing a Caliphate, the Sect of the Gilded
Chetch are slow to give their approval, friendship, loyalty, or Mask seeks to open the third eye. The third eye is said to
anything else. A reserved people, they keep to themselves yield enlightenment called objective truth, a sacred gift from
more than most. T’vrahr, so that the world can be seen for what it truly is.

Chetch also value education. Whatever schools exist in Th roughout Torth, there are several hundred Sect of the
Aryd’s End, odds are they were founded by the Chetch. Gilded Mask fanatics and nearly a thousand casual observers
However, these are practical schools that do not teach the and supporters who are in favor of a Caliphate if it were led by
deeper wisdom of esotericism. a sect-approved prophet of T’vrahr.

Esoteric Schools Servants of Flame

There are a few tribes who believe in mental powers, inner The most dangerous cult is a relatively recent one known
energies, mystical phenomena, and individuals who can do the as the Servants of Flame. These fanatics worship dragons,
impossible. Such metaphysical abilities are not acquired by believing them to be connected to the Dark Gods who ruled
chance, nor are they a matter of genetics. Esoteric knowledge Torth in the fi rst age, 4,000 years ago. Their favored method
must be taught to those who are ready to embrace it, those of showing reverence is human sacrifice.

10
There aren’t more than a dozen leaders and about a hundred
followers, yet the Servants of Flame have supernatural power
Magic Use in Torth
given them by their draconic masters. Most wizards are shunned. Magic is a gift from somewhere
else, a forbidden place… it could be given by demons,
devils, dark gods, dragons, or worse! Those who use magic
Brotherhood of Shaitan owe those loathsome powers that exist outside. The simple
peasants and common folk of Torth want nothing to do with
The third secret society operating in and around Aryd’s End is supernatural evil. Sorcery is far too risky. After all, look at
the Brotherhood of Shaitan. Th is group of Shaitan worshipers, what Torth has become due to wizards playing with forces
numbering over a thousand, is against the Caliphate and all beyond their control.
religious restrictions on personal liberty. Shaitan is the god
of freedom, ambition, and pleasure. Not content to serve On the other hand, a few recognize that sorcerers are a
another’s will or bow down before a more powerful entity, necessary evil and that killing one (or attempting it) is
Shaitan decided to break off from the known pantheon to go bad luck. Their infernal masters might come looking for
his own way. Th is self-exile led to his demonization. remuneration. Sorcerers who mind their business and aren’t
casting spells all the time are usually left alone – unless there’s
Aside from opposing a Caliphate, the Brotherhood of Shaitan a peasant with something to prove to his tribal elders.
extend their hand in fellowship to infernal beings from the
planes below. Many of the Brotherhood become sorcerers or There are some areas of Torth where magic is strictly
clerics but a few learn the art of assassination instead. forbidden. Aryd’s End is not one of them. Likewise, there
are certain pockets that dampen magic – magic dead zones.
Because of these unusual areas, dominated by artificially
intelligent sentinels, various drugs are created by alchemists
- drugs that enhance one’s magical performance.

An injection of creamy rose liquid can heighten a spell’s effect

11
just as a disgustingly greenish black shot allows a sorcerer to
cast spells when he’s exhausted. Furthermore, the deep blue
History of Aryd’s End
injections allow spells to mix and match to the point where Hundreds of years ago, the city was founded by a pilgrim and
wizards are able to fold space and time at will. worshiper of Nyarlathotep named Aryd Alhazred. Alhazred
was in league with a depraved, king named Nephren’ka,
Obviously, these magic enhancing drugs are not only
wandering the desert in search of a new beginning, a place to
dangerous but difficult to acquire. To keep things simple,
exalt their terrifying god.
each time a character is injected there’s a 1 in 6 chance that
he falls prone to one of the following side-effects… Aryd Alhazred chose the sand upon which Aryd’s End stands
to build a sett lement. Those who entered his territory had
to pay homage to the dark gods he served or else lose their
Magic Enhancing Serum Side-Effects heads, and it was that way until Aryd’s death a decade after
founding the sett lement.
1. Slips into a coma for 1d4 hours.
After being cut to ribbons by dark sorcery from a competing
2. Starts hallucinating: seeing visions of dancing colors, tribe, Aryd’s End became more accepting of alternative faiths.
gruesome devil smiles, and black shapes coming out of Yet, a current of fear and mistrust has always run through the
the walls. Lasts for 1d4 hours. place. Instead of practicing the black arts, the denizens of
Aryd’s End eschew them and those who practice sorcery.
3. Physically weakened – takes 2d4 constitution damage
which is regained after a full night’s rest. Today, the city stretches 20 miles in all directions. There
is a gate surrounding it. A superstitious few believe the
4. Believes he is impervious and cannot be harmed. Th is
gatekeepers vigilantly watch for those with snake-like
state of mind lasts for 1d4 hours.
features, protecting Aryd’s End from demonic and/or
5. Turns irredeemably evil for 1d4 hours. draconic beings. In truth, most gatekeepers will do almost
anything for a bribe. Solicitation of bribes is as commonplace
6. Dies – this physical state lasts forever… unless as thirst in the desert.
resurrected.
One last thing… there is something virtually no one knows
about this city. Aryd’s End was erected upon the scorched
foundation of an ancient city of wonders and futurism,
protected from draconic incursion by a series of magical
wards. Wards which were obliterated in the sorcerous
holocaust centuries ago.

Custom of Spattered Blood

The fi rst rulers and citizens of Aryd’s End, including its


illustrious founder, reveled in violence. They lived and died
by the scimitar. Bloodshed was all they knew. So, proudly
wearing stains – the more erratic the spray pattern, the better
- of blood symbolized strength and power. When a man met
with another, the spattered blood upon his body, clothing,
and face was a sign of his virility and trustworthiness – to
refuse such a man might upset the gods.

These days, it is not as commonplace as it was decades ago.


Nevertheless, blood-spattered individuals still approach men
of power in hopes of gaining some kind of respect or edge
in negotiation. Those embracing the region’s customs will
garner an advantage in their interaction with local tribes.

12
Common Sayings in Torth forget, relax, reflect, create, seduce, magnify pleasure, and
quench one’s thirst.
“Worship the one with horns.” This means that although demons
can rarely be trusted, they have always held power and will In the far west, there’s a mountainous region. Th is is where
continue to reign. Siding against them can ruin a man or his Aryd’s End obtains its supply of honey which is occasionally
entire family. further refi ned into a thick golden-brown syrup called Izzou.
The honey comes from the abdomen of giant insects living in
“As sure as the sun.” This means that something is not sure at all. the mountains of Torth.
A thing that cannot be verified and is extremely suspect.

“Swallow that, will you?” This phrase asks if another will buy
into what he is saying, if the listener believes him. PROMINENT BUILDINGS

“Verily.” The word translates as truly. The Bastille – where prisoners are kept. Some are tortured
for information before either being left to rot or executed. As
“When the stars return to the skies, so shall the dragons.” This they say, once you’ve seen the inside of the Bastille, that’s all
refers to both the current absence of stars and dragons, hinting at you’ll ever know. However, the dark elf Ixaanis managed to
some correlation between the two. escape just over a year ago.
“By the seven moons of Torth.” A frequent part of prayer and The Astrologer’s Tower – a place for watching the absent
tribal oral tradition, symbolizing stability and loyalty. Those stars; where they ought to be and where they might reappear
aligned with the Brotherhood of Shaitan would say, “By the one night. Now, it’s used for observing the seven moons.
seven children of Shaitan” or “The seven eyes of Shaitan” when Their patterns (or random movements, according to some)
referring to Torth’s lunar bodies. are said to predict future events. Originally, this structure
Nights are numbered in the moons. Since there are seven moons was named Tower of the Stargazer but that was back when
in the sky each night, “seven moons” refers to a single evening. A Torthans believed the stars would soon return – a prophecy
few divide this into moon-increments. For instance the very first few still believe.
hour of nightfall would be one moon while all but the entire night Until several months ago, the Astrologer’s Tower was
might be referred to as six moons. administrated by Trellyn Ikvaar. Trellyn was removed from
“Devil’s dozen” means thirteen… for it is said that before office after the sorcerer was caught performing a forbidden
returning to the planes below, devils take thirteen souls back with ritual in the open-air observatory.
them. The Seven Temples – a variety of gods are worshiped at these
seven temples. Occasionally, worship changes from god to
god depending on the season. However, all contain demonic
Cuisine iconography, dark ceremonies, and blood sacrifice, as well as,
bas-reliefs and frescoes of unspeakable sexual practices.
What do the people of Aryd’s End eat? Sweet and succulent
dates accompany almost every meal but, aside from that, The Palace – towards the back of Aryd’s End majestically
Torthans make do with what they have. stands the grand palace, built up along the wall that protects
the city from invaders. There are many rooms and chambers,
Baby sand squid is a dietary staple. Tentacled gorilla brains
some empty, others not. Dran’s throne room is at the highest
(chilled, of course) is a delicacy not to be missed. Spiced
section of the tower. While there are stairs for nearly miles (or
kurresh is not easy to come by, yet street vendors and noble
so it feels), the palace also contains two high-tech elevators
banquet tables are sure to provide it. Kurresh is the dried
that were scavenged from the ruined city Aryd’s End was
jerky-like flesh of a sand demon, said to increase virility.
built upon.
Exotic spices such as mejool bring out the meat’s naturally
acidic qualities.

For drink, many Torthans imbibe naqir – a fermented sweet


liqueur made from dates, wheat, barley, and honey. Though
concluding in inebriation, naqir can heighten the senses
at the onset. Naqir is frequently used to celebrate, mourn,

13
HIERARCHY OF ARYD’S END Treasure: Her tiara/headdress gives her protection from
mental att acks and mind-altering magic.
Dran
Viraj
Self-proclaimed king of Aryd’s End. He defeated D’jerrek,
the old king, in single combat a few years ago. Dran was born An aspiring shadow priest, Viraj acts as the king’s sorcerer.
tribe-less and lived his life an outsider until his adventuring Viraj was apprenticed to the party wizard on that expedition
life brought him to a subterranean tomb that held terrible to the subterranean tomb. Only he and Dran survived the
secrets and immense power. After returning from the tomb, confl ict. Viraj rarely leaves the king’s side, but when he does
Dran challenged the old king, defeated him, and began ruling Viraj loves to flex his majestic muscles, making decisions and
the city along with his two companions - Viraj and Yara. instructing subordinates as he sees fit.

Dran also makes use of his royal guards, known as the Gaaza Recently, Viraj became acquainted with the Servants of
Rahteem (see below). Flame, a secret society seeking to bring dragons forth from
their infernal prison.
Dran
A thousand moons ago, Viraj gave Dran a shadow cat as
HD: 10 HP: 77 AC: 12 [7] Att ack Bonus: +9 #Att acks: 2
protector. The shadow cat will obey both Dran and Viraj.
Damage: 1d10+4 (bastard sword)
The stats for this preternatural beast are below.
Special: If Dran fells an opponent and another foe is nearby,
he may freely strike at him. Dran can also go into a berserker
rage, adding an additional 10 hit points and giving him Viraj
advantage (+4 bonus) on all att ack rolls for the rest of the
combat. HD: 8 HP: 42 AC: 16 [3] Att ack Bonus: +3 Damage: 1d4+1
(dagger)
Treasure: Dran’s blade is named Fusahfel (see back of book
for details). Otherwise, he keeps 35 gold coins on his person. Special: Most likely, Viraj will use magic to defeat his
Though, his throne room and adjoining royal chambers are enemies. He knows traditional 4th level magic-user spells, in
fi lled with fi ne silks, exotic spices, and gilded objets d’art. addition to, Creepy Crimson. As a shadow priest, Viraj can
use the special abilities of his class up to 8th level.

Treasure: Viraj wears shadow armor. He also carries 9 shadow


Yara opals in a black leather pouch (worth about 120 gold pieces each).

The tall, lean, and beautiful Yara was a member of the Dezyra tribe
until exiled for “becoming subservient to an uncouth barbarian”.
However, she has never regretted her decision to leave her life of Shadow Cat
privilege and leadership for one of pleasing her husband Dran. HD: 6 HP: 30 AC: 15 [4] Att ack Bonus: +6 #Att acks: 3
After all, the citizens of Aryd’s End call her queen. Damage: 1d6 (two claws) and 3d4 (bite)
Yara is vain and a bit arrogant, but not cruel. Rather, she
is generally fair concerning her subjects and treats them
respectfully - unless she is disrespected. Though capable of Neeva
handling herself, Yara will try to seduce opposition rather
than fight in melee combat. Queen Yara’s handmaiden, Neeva is a young, att ractive
woman. She waits on Yara, brings the royal three food, drink,
and carnal entertainment. Not wanting to ruin her figure,
the queen has chosen Neeva to bear the king’s seed. Neeva is
Yara seven months pregnant and showing.
HD: 3 HP: 13 AC: 11 [8] Att ack Bonus: +1 Damage: 1d6 What Yara and Dran do not know is that Viraj has also been
(short sword) seeding Neeva’s fertile crescent when the opportunity presents
Special: Those Yara targets for seduction will have to make a itself (which isn’t as often as he would like). There’s a 2 in 6
saving throw to refuse her advances. chance that Neeva is pregnant with the shadow priest’s baby.

14
Neeva Aayan

HD: 2 HP: 11 AC: 11 [8] Att ack Bonus: +1 Damage: 1d4 HD: 3 HP: 12 AC: 11 [8] Att ack Bonus: +2 Damage: 1d6
(dagger) (scimitar)

Aayan Gaaza Rhateem

Aayan is Viraj’s apprentice. Old and scabrous, he has served Roughly translated, “secret police”. Dran turned these thug
the shadow priest for just over a year. In truth, Aayan is Viraj’s and cut-throat mercenaries into his own personal army of
father but no one knows this secret except for the two of them. spies, informants, and executioners. Unless on a discrete
Aayan fetches his master’s scrolls, books, spell components, mission, the Gaaza Rhateem travel in small groups.
and unsuspecting subjects for magical experiment (when the
need arises).

Even though Aayan is long in the tooth, the sorcerer’s Dran’s Thugs [2d4]
apprentice is quite healthy but he is fairly insane… offering HD: 2 HP: 9 AC: 12 [7] Att ack Bonus: +1 Damage: 1d6
a human sacrifice to Great K’tulu long ago in exchange for (scimitar)
his son’s promising future. Morally, he is just as bankrupt
as Viraj. If the shadow priest ever gains control of the city,
Aayan will be his trusted advisor.

15
16
RUMOR TABLE The father of all Torth’s gods is Dread K’tulu
Each PC knows one rumor concerning the adventure. Th is and more than one prophecy states His rising
15
could be related to Torth, Aryd’s End, the Festival of Masks, shall be soon and will bring endless suffering
a secret society, magic item, etc. Have the player roll a d20 to to non-believers.
see what his character has heard whispered upon the sands. Drinking great quantities of naqir, a sweet li-
16 queur made from dates, can produce dream-
Are these rumors true? Sure. There’s at least a grain of truth like hallucinations of another world.
somewhere in each. Or maybe not. It depends on the GM and The women of Aryd’s End are vile seductress-
how he wants to run the adventure/campaign. Perhaps a few 17
es as treacherous as a poisonous snake.
of these are completely false… until the stars are aligned!
Somewhere out there in the night-waste is
The Great Vault of Torth is a repository of 18 a magical sword. Th is blade contains the
1 lost knowledge: scientific, technological, and unbridled power of a trapped god.
magical. A man who left Aryd’s End less than a
When the stars return to the sky, so shall the hundred moons ago claimed to have seen a
2 gigantic purple monstrosity drift ing over-
dragons.
19 head as it dripped a foul, violet-hued ichor. It
Sorcerers are bound by an unholy blood oath,
snatched warriors and wizards in its tentacles
3 their immortal souls promised to the devils
and devoured them before even a prayer to
with which they traffic.
Shaitan could be uttered.
The Festival of Masks is an old tradition dat-
The sewers beneath Aryd’s End contain
ing back before the nuclear fi re. Originally
4 winding tunnels full of strange monsters and
called the Festival of Dragons, its purpose
20 gold. Travel deep enough and you’ll fi nd a
was to ward off evil.
well that descends all the way into the lower
There’s an insidious link between infernal
planes.
5 beings: demons, devils, dragons, and the
snake-men of old.
O5R Advantage / Disadvantage
A secret society lurks in Torth’s shadows,
I like the concept of a straight modifier for good or ill, rather
6 gradually rising in power until it is capable of than keeping track of +1 for this, +2 for that, -1 for the other
conquering the land. thing, oh and don’t forget about the +3 for hiding up in the
Thousands of years ago, the entire planet rafters.
7 was ruled by a three-headed dragon, just as When a character has a distinct edge or significant, favorable
powerful as the Great Old Ones. circumstances, he has Advantage on an attack, skill, saving
throw, special maneuver, etc. Advantage yields that character
The super-science beneath Torth still lives
8 a +4 bonus to his attempt. If the result is a natural 1, the
and breathes. player can re-roll. Although, if another natural 1 occurs, it
The Brotherhood of Shaitan is responsible for stands. The gods have spoken.
9
several recent assassination attempts. When a character has significantly unfavorable circumstances
Dran, barbarian king of Aryd’s End, uses or acts at a handicap, he has Disadvantage. This yields a -4
10 enforcers to terrorize his people into submis- penalty to almost every type of d20 roll. If the result is a
natural 20, the player must re-roll, accepting the subsequent
sion. consequences. However, if a second natural 20 comes up, it
They say roughly one in six citizens of Aryd’s has been ordained by the gods!
11
End is a mutant. Re-rolls also inherit the +/- 4 modifier. Keep in mind that, at
The real power behind the throne is Dran’s the end of the day, a natural 1 is always an automatic failure
12 while natural 20’s mean guaranteed success.
sorcerer.
A scorpion squid won’t att ack if its prey is If the GM feels that equal amounts of Advantage and
13 Disadvantage exist simultaneously, they cancel each other
silent and still. out. In such cases, roll normally. On the other hand, that
Millennia ago, there was an eighth moon does not mean all things are neutral if one disadvantage with
14
symbolizing balance and harmony. multiple advantages comes into play or if slight disadvantage
exists side-by-side with great advantage. If one side
dominates, then it prevails.

17
Starting the Adventure Before the Gates
Unless the GM wishes it to be so, this adventure does not begin A FELLOW TRAVELER
in Torth. Rather, it takes place a night’s journey away. Give
players and their characters a taste of the night-waste, allow A man in cream-colored robes is set upon the same course as
them to see for themselves what the real Torth is like… before the adventurers. He’s of no threat but is quite talkative…
allowing them to enter a comfortable and protected city.
Th rough the darkness of night, always night, endless
Within this book are various encounters. Use them all, just night… my footsteps over sand lit by seven moons, I came
a few, or none. Below is a table for random encounters in the to this city, Aryd’s End. Th is oasis of intrigue with sinister
night-waste. For every hour the adventurers trek in the deep cultists, vicious assassins, and unsavory goat-herders at
desert, roll a d6. On a 1, the following is encountered. the watering hole, dirtying it with every drink.
The vast temples crashed down upon the desert; columns,
Random Encounters archways, statues, tombs. The sand is littered with cyclo-
pean ruins. Once, I knew a scholar, an occultist, really
Tentacle-Armed Gorilla [1d4] HD: 5 HP: – he explained to me the reason for all this destruction. It
23 AC: 13 [6] Att ack Bonus: +5 Damage: had to be done. To rid the world of the automatons our
1 2d6 (tentacle) Special: If a natural 18 or 19 sorcerers had fashioned. A slave revolt poised to end hu-
are rolled, the victim is constricted within its manity. They were bloodthirsty machines, he said. Kill-
tentacle, confi ned until the monster is killed. ers by nature. Like demons but even more unstoppable.
Scorpion Squid (ancient) HD: 10 HP: 60 AC: A terrible fi re was called up from the planes below. Seven
15 [4] Att ack Bonus: +7 #Att acks: 3 Damage: sorcerers representing the seven pale moons of pleasure
2
2d6+2 (two tentacles) and poison stinger and misery above that would bathe Torth in fi re for seven
(save vs. death) days… until, at the end, there were none. No more days.
Saber-Toothed Shadow Gator HD: 6 HP: 30 Only darkness. Th at self-immolation vanquished the au-
3
AC: 18 [1] Att ack Bonus: +4 Damage: 2d8 tomatons, nearly wiping out the humanity it was created
Giant Oozing Slug Brain with Spider Legs HD: to save.
8 HP: 40 AC: 14 [5] Special: Th is creature Now, what is left to us but centuries of reconstruction? As
telepathically commands (save to resist) the great sky serpents coil up and over and through the
4
humanoids to crack open the skulls of their very soul of Torth, we struggle to reclaim our forgotten
fellow humanoids, eat their brains and then glory. Some say it remains, untouched, below the sands.
vomit upon the creature, thus refreshing it. I’ve traveled all over this god forsaken night-waste, and
Faceless Hell-Burrowers [2d6] HD: 3 HP: 14 I’ve never found a way in. Of course, I don’t travel with
AC: 11 [8] Att ack Bonus: +2 Damage: 1d4 sorcerers… just as I never traffic with demons. There are
5
Special: On a natural 20, a hell-burrower will some secrets I don’t want to know.
also try to possess its target (save to resist).
Sand Squid HD: 13 HP: 80 AC: 14 [5]
Th is could be an NPC, agreeing to travel with the party.
6 Att ack Bonus: +8 #Att acks: 6 Damage: 2d6
Safety in numbers and all that. Or perhaps he becomes
(six tentacles)
distracted and goes in another direction after chatt ing with
7 Humans (possibly mutants, 1 in 6 chance)
the PCs, possibly spooked by a subconscious red fl ag or bit of
Kurresh (Th ree-Headed Sand Demon) HD: 6 grim prophecy.
8 HP: 27 AC: 16 [3] Att ack Bonus: +4 #Att acks:
3 Damage: 1d6 (three bites) THE INDIGO-TAILED SALAMANDER
Snake-Men (adapted to desert living via
In an hour, the seven moons will set, ushering an inky
evolution) [1d6] HD: 4 HP: 13 Att ack Bonus:
blackness that will soon obscure all things from vision.
9 +2 Damage: 1d4 (bone dagger) Special:
Snake-Men cast spells up to and including Creeping in the dim moons-light about 20’ away, one of
2nd level. the PCs notices some kind of small creature. Its furtive
Roll twice, combining results into an movement draws the eye but then quickly disappears in sand
10
unspeakable hybrid of flesh and horror! dune shadows.

18
Those going after it can track it easily. It’s an indigo-tailed Irradiated Skeletons from Space [3]
salamander, a mere 19” long from tongue to tail. However,
anyone who’s spent more than a year in Torth knows that HD: 2 HP: 9 AC: 10 [9] Att ack Bonus: +2 Damage: 1d4
capturing the indigo tail is good luck. Special: A natural 20 does an additional 1d6 constitution
Whoever successfully grabs the salamander by its tail drain after jets of chartreuse ectoplasmic slime spew from
realizes that it’s detachable. The tail comes off in his hand. their mouths.
The possessor of it gets a d20 re-roll at some point during the
adventure.
RUINED TEMPLE
Now that the adventurers are up and around in this area,
one or more notices a metallic, circular door or hatch half- The fallen pillars and crumbling masonry of this ruined
covered in sand. temple are half-buried in sand. From the iconography, one
can see that this was a temple devoted to the dark ones -
Opening it is easy enough. Inside is lightless and smells of restless, chaotic forces ceaselessly clamoring for more and
incredible age. Illuminating the interior reveals a chamber more power. A series of cracked and faded frescos tells of
covered in a metallic green from floor to ceiling. Th ree those who came here to worship: demons or snake-men
humanoids in silver clothing lie on the floor, they appear somehow warped by the corrupting influence of dragons.
to be skeletal. A large metal desk or table covered in half- Their way of celebrating god was to bludgeon their enemies
spheres dominates the 15’ x 25’ area. with stones until the blood rushed out… blood used for
Playing with the half-spheres on the metal desk or table will bathing themselves, and then carnal knowledge was sought
do one of the following… before metaphysical.

1. Bright, artificial (fluorescent) light shines from above. It’s clear that human sacrifices were made upon a fractured
altar slab of polished pink granite with brown and gold veins.
2. A fl at, rectangular screen rises from behind the desk, Additionally, bas-reliefs show the fl ight of dragons, the
it shows the surrounding area within a mile radius, surface of Torth consumed in fi re, and sorcerers summoning
including any life forms. a tentacled, many-eyed abomination from another world.

3. A compartment opens from the far wall. It contains a Taking several additional minutes to search for anything of
silver rod [see Pain Amplifier in the back of book]. value turns up a loose stone in the floor. Removing it reveals
a hollow spot underneath, at the stone’s center. The stone
4. All the half-spheres light up with glowing and vivid was hiding and protecting a ring.
colors (roll again).
Th is ring has a silver band and large orange jewel that faintly
5. A disembodied voice says, “An error in system delta glows in the moons-light. Magical properties: the ring allows
alpha theta 23 has been reported. Help is on its way.” the wearer to assume the subtle yet tell-tale signs of a disguised
6. The half-spheres turn bright red while a klaxon alarm or partial demon so that other demons, devils, sorcerers,
sounds. Self-destruction has been initiated. Anyone demonologists, occultists, etc. believe that the ring’s wearer
remaining within the chamber after 10 rounds will has some kind of demonic lineage. Th is power can either be
take 6d6 explosive damage (save for half). activated or deactivated as the wearer commands.

The skeletal humanoids wearing silver space suits come


to life due to centuries of strange radiation. Their hollow
eye sockets glow faintly green. One or more of them may
whisper, “Join us.” As they rise to their feet, lurching towards
the adventurers.

19
HE HAS HIS FATHER’S EYES
Within the Gates
The inhabitants of Torth expect to see an absence of stars in
the sky. In fact, most welcome the sight... for it is said that
when the stars return, so will the dragons. However, there THE GATEKEEPER
is an unmistakable twinkle in the deep violet-gold sky this
night. “Who goes there?”

Torth natives traveling with the player characters (or passing At any one time, there’s 1d4 city guards standing at the gates
them by) are unnerved by this sight. Those of a magic-using of Aryd’s End. Strangers must go through the motions of
or scientific persuasion are most likely intrigued. convincing the guards to let them in. Really, the guards just
want a bribe. 7 gold pieces per person is the going rate, but
If the party investigates, they must journey a couple hours perhaps a group rate could be negotiated. Or some form of
out of their way. It is defi nitely a detour from Aryd’s End. intimidation might work, depending on the tactics used and
There’s a 5 in 6 chance of encountering a small (only as big as willpower of the speaker.
an elephant) scorpion squid along the way.
Obvious sorcerers or those with demonic features will be
charged triple the normal rate.
Scorpion Squid (young adult) Killing the guards is usually a bad idea. Assuming the guards
don’t alert others, let alone the entire city, with a yak horn,
HD: 6 HP: 27 AC: 18 Att ack Bonus: +2 #Att acks: 5 (or 6)
the entire city will be on edge after hearing of the dead
Damage: 1d6+1 ( 4 razor tentacles) and either 2d8 + poison
gatekeepers. For the next hundred moons, strangers will be
(tail stinger) or 2d6 (2 pincer claws)
stabbed in the darkness fi rst and given a suspicious evil-eye
Special: Scorpion stinger tail poison causes hot flashes and second.
cold chills, as well as, regular bouts of vomiting and diarrhea
for 1d4 hours. In this weakened state, a character’s capabilities
are effectively halved. OBNOXIOUS REVELERS

“Swear your undying fealty to the three-headed dragon of


Torth!” Demands a masked festival-goer, his orange and
After trudging through miles of sand, the characters
purple mask grinning ear to ear. Before the adventurers
eventually reach a tiny sett lement consisting of farmers. On
can answer, several half-naked women (also wearing masks)
one of the farms stands a barn containing a stable full of
catch his eye and he moves on to harass them.
hay, sand, and animals. A young woman just gave birth to
a baby. Moments later, a wheezing, stumbling heavy-set man in a
mask resembling a screeching basilisk sways past a tall thin
When not being held by his parents (belonging to the Inarritu
man wearing a golden-colored mask. The large man crashes
tribe), the baby rests in a trough or manger, swaddled in black
into the party of adventurers. “Excuse me, good sirs and
and crimson silk. Curiosity seekers recoil when they see the
ladies. It appears as though I’ve been enjoying the revelry a
baby’s eyes: yellow-green and serpentine… some might even
litt le too much.” At which point, he promptly collapses.
call them “satanic”.
Not too far away, a dozen men (their feet, at least) can be seen
Th ree travelers who saw the star directly over the sett lement
carrying a gigantic papier-mâché dragon. Its crimson, violet,
came to investigate the strange phenomena and are now
and magenta scales shimmer in the light of the seven moons
paying their respects with small gift s.
as gold, orange, and purple paper lanterns cast a lurid glow
Th is child is connected to the dragon which Trellyn Ikvaar will about the city.
attempt to bring through the portal. The baby’s mother was
seduced by a demon nine months ago. There’s a 2 in 6 chance
that either the wise men or someone in the adventuring party
(familiar with Torth) knows of a prophecy concerning this
birth. In any case, the child will eventually grow up to be a
powerful force for evil and chaos in Torth.
20
THE ASSASSINATION OF LORD Th is is the PC’s cue to distract him. If he does, both rogues
SKITTERY slip next to the rich man. The pale blue masked gentleman
attempts to break away into the crowd as the one-eyed ruffi an
“Pssst… over here. Yeah, you. I knows a cut-purse when I
stabs him with a dagger. The poor rich bastard slumps to the
sees one. We’ve a job for you, cut-purse. A secret mission,
ground.
as it were.” A scruff y, scarred, and one-eyed rogue beckons
one of the PCs closer with a toothy grin. He stands in the Realizing the foul-up, the rogues escape into the night with
shadows along with an equally disheveled partner. “There’s nothing but a brown leather pouch of gold coins. In their
a noble coming through here in just a few moments. You haste, they neglect to cut the PC in for a third.
distract him and we’ll do the robbing. Do your part adequate
unto our need and a third of the wealth will be yours. Swallow Of course, one or more PCs could just as easily refuse the
that, will you?” scruff y ruffi ans. In which case, the PCs should be present
during the crime. If they actively try to prevent it, the
As the adventurer decides, both men pull dark, non-descript blue masked man is unharmed and shares his information
masks over their unshaven faces. willingly over a carafe of naqir.

A minute later, an obviously well-to-do gentleman in a pallid As the blue masked man lay dying, he says “I suppose this
blue mask with joyous expression passes through a stone is my punishment for allowing a fiend like Trellyn Ikvaar
archway nearby. He continues, walking precariously close to possession of the idol. Do not let him summon it.”
the thick, black shadows that thieves adore.

21
The rich gentleman is Lord Skittery, a gentleman from an LET TAVIS BE YOUR GUIDE
entirely different world but who decided to sett le down in
A dirty peasant with a long, thick beard containing a few
Torth a decade ago. He has grown accustomed to Aryd’s End
insects runs up to the party. His eyes seem to be popping out
and has a position of some authority because of his foreign
of his head, yet this man doesn’t look as crazy or dangerous
knowledge. Lord Skittery occasionally advises the barbaric
as some.
king on delicate matters of policy and diplomacy. For that
reason alone, the king will want his att ackers (or murderers) “Greetings, newcomers. My name is Tavis. With your kind
brought to justice. permission, I shall be your guide within the city, please and
thank you. I will not steer you wrong. Tavis is an adventurer’s
After speaking those words, he 1) dies, 2) falls unconscious,
guide, you know. Yes, I can smell treasure and hear the cry
or 3) decides he requires female company along with naqir at
of magic items, it is true! My price is merely one gold coin
The House of Rising Moons, 4) wants to report the matter to
per day… plus expenses. Do we have a deal? Are we in
the authorities.
agreement? Is Tavis your guide within the walls of Aryd’s
The GM might decide to get the local authorities involved End?”
or the PCs overhear an eyewitness saying something about
Tavis means well and would be an adequate guide for the
a sorcerer in the company of Lord Skittery three nights ago,
party, if they allow him to stay. The GM can use Tavis as
coming out of a curio shop named Carcosa.
comic relief, a life saver, or way to get the PCs into deeper
In truth, these two scoundrels were hired by Trellyn Ikvaar trouble.
himself to assassinate Lord Skittery. Lord Skittery owns the
idol and is only lett ing Trellyn borrow it. In a hasty attempt
to cover his tracks and keep the idol all to himself, Trellyn A MAN HAUNTED BY STRANGE
arranged for Lord Skittery to have an accident during the DREAMS
Festival of Masks.
An older man furiously works a mound of clay into a large,
winged, and possibly octopus or dragon-like creature. “Th is
is the beast that shall rise up and destroy us all. Its form and
WHO WANTS TO BUY SOME DRUGS?
purpose came to me in a series of vivid and disturbing dreams.
A street merchant in a periwinkle insect mask ask the party’s I would call them nightmares, except for the moments of
magic-user if he wants to buy an elixir guaranteed to boost ecstasy I felt plunging my dagger into the brains of non-
his sorcery. believers… and mashing them into useless jelly. It was like
nothing I’ve ever experienced. Whispers of ‘Tulu’ followed
Those interested are invited into a litt le tent. Inside are as did the flow of dark red blood. I shall be fi nished with it
pillows of an exotic pattern and color. A small man plays a soon... perhaps another hour of sculpting.”
strange instrument – some sort of bagpipe / sitar hybrid.
If the old man, Zoggie, fi nishes his sculpture of Great K’tulu,
Lying on a large ceramic plate are three syringes. One then the Great Old One will arise from the desert, laying
contains a creamy rose liquid (doubles the effect), the second waste to all He sees.
contains greenish black (extra spells per day), and the third a
deep blue (synergy spell melding). If the adventurers pay him and his artwork no mind, they will
hear a blood-curdling scream minutes after leaving his tent.
“Only ten gold pieces per shot, my friend. Th at is an excellent One of Viraj’s spies has just been killed by some unseen force.
bargain in Aryd’s End. These spell-enhancing drugs are only His body lies partially eaten and bloody just before Zoggie
found in the best opium dens and black markets.” and his nearly complete statue… almost as if it were some
kind of dread offering!

22
23
CARCOSA symbols embroidered into it. Eesil removes the cloth and lift s
the protective glass so that the adventurers might get a better
One of the more interesting retailers in Aryd’s End, Carcosa view. The thing is as big as a roasted chicken, pure black but
is home to all manner of strange things – from ancient tomes glints of light sparkle and reflect a radiant sheen.
full of whispering pages to the grotesque bronze sculptures
of Blacksaw Jibbmonger. “Look. Look deep into the crystal, its facets, its cleavage, it
shines so bright, so dark… my nigrescent beauty.”
Carcosa’s proprietor is named Eesil, a middle-aged gentleman
of fair complexion and dark, haunted eyes. Eesil has precious After gazing at the large, black crystalline structure, each
litt le conscience. He’d sell his brother’s soul for a rare bauble character must make a saving throw. Those who fail feel their
or magical trinket. soul being sucked out of their body into the trapezohedron,
which only shines that much brighter. Although, those
Eesil can name the sorcerer who was with Lord Skittery unaffected only feel a longing for something unatt ainable –
the other night – Trellyn Ikvaar. The two of them came in the dark about their companions’ predicament.
to his shop in hoping of having a few questions answered
pertaining to a small, hideous idol. Eesil won’t say any more The only way to release trapped souls is to destroy the crystal,
than that unless tortured; at which point, he’ll say anything thus rendering it useless.
he thinks the PCs want to hear in order to be released. Eesil
doesn’t know where Trellyn Ikvaar is or that Lord Skittery The proprietor of Carcosa has a special tattoo inked onto his
was wounded (or killed). skin (a large sigil on his back) granting him 5 points of damage
reduction, meaning that every individual hit does 5 points
No matter if the PCs pry into his aff airs (but especially if they of damage less than it otherwise would have. Adventurers
do), Eesil will eagerly show them his latest fi nd: a shining who discover this secret and want to replicate it may fi nd
trapezohedron. He tells them that he acquired it from a the symbol, ritual, and ink with needle after several hours
Venusian trader about a month ago. of searching Eesil’s shop. However, a Demon Lord may visit
that marked individual in the dead of night, crimson claw
The shining trapezohedron sits on a pedestal underneath a outstretched with the expectation of payment.
glass box. Upon that box is a black velvet cloth with weird red
If a PC happens to ask about the shop’s name, Eesil admits
that he’s never actually been to Carcosa. However, he’s read
about it in one of his many worm-eaten tomes. He named it
Carcosa because the fi rst piece he sold, an ornate and pallid
mask, originated from the Court of the Yellow King.

HERALD OF THE OLD GODS

The party is approached by a humanoid stranger in black


robes, bald with scaly or burned skin. In his hand, a large
white pearl or circular stone - possibly magical.

“I am Kelk, a wandering mystic and dark pilgrim towards


the other side of Torth. Yet, my passing through Aryd’s End
is no accident. I bring a message from beneath the sands:
Snake-Men are coming and their Ancient Ones shall break
through in 49 moons (7 days). Th is reality is not safe from
their corrupting influence.”

Kelk has been to many fantastic realms. His iridescent white


sphere allows him to travel astrally. If any adventurers get
in his face, that litt le sphere of his will produce several astral
snakes. GMs should feel free to treat him as a high-level
monk if the PCs’ actions warrant it.

24
HD: 5 HP: 30 AC: 11 [8] Att ack Bonus: +3 #Att acks: 6 WISDOM OF TENYEN THULE
Damage: 1d4 (5 snake bites) and 1d6 (fi st of fury)
A fellow sorcerer,Tenyen Thule, knows the whereabouts of
Special: If att acked, Kelk’s magic pearl produces five astral Trellyn Ikvaar.
serpents immediately. Kelk prefers dipping into a particular
“Trellyn Ikvaar and I were both apprenticed to the same
dimension where snakes are plentiful. However, another
sorcerer over a thousand moons ago. Upon completion of
owner could just as easily fi nd and produce tentacles or
our training, he went one way and I another. Yet, a demon
something appropriately alien and malevolent.
bound to me swears that he saw Trellyn Ikvaar in the night-
Treasure: The sphere is his only possession. waste about 35 moons ago (5 days). He was at a ruined temple
three hours journey to the west of Aryd’s End.”

Tenyen Thule traffics with demons, but he is not a blackhearted


RAIDERS OF THE LOST TOMB villain like the majority of Torthan magic-users. Rather,
A woman wearing a beautiful ebony mask with feline his interest is in knowledge for its own sake, respecting the
features asks if the adventurers are willing to investigate the sanctity of life and limits of nature.
Tomb of Dragons a day’s travel north of Aryd’s End. Her
master discovered the top of a mausoleum barely visible in
the drift ing sands. He and his team of excavators are busy THE HOUSE OF RISING MOONS
clearing away the desert so the tomb can be accessed. She
Just outside The House of Rising Moons, a popular bordello
was told by her master to fi nd explorers or treasure-hunters
in Aryd’s End, the party can hear the back and forth of tense
in the city and bring them back to the Tomb of Dragons. In
negotiations. A half-elf man is looking for a girl from a certain
exchange for their services, they shall be rewarded a 50%
tribe, but not just any girl… one with green eyes like creamy
share of whatever is found within. At the end, she thinks to
jade. For such a girl he’s willing to pay triple the going rate.
introduce herself. Her name is Alkaana.
The bordello’s proprietor doesn’t know any such girl, yet the
If PCs inquire how she survived in the night-waste, she
half-elf seems positive that he knows exactly where to fi nd a
confesses that a bodyguard was with her but that he was
green-eyed girl.
swift ly eaten by some creature that appeared to be a giant
three-headed crocodile with tentacles. As it fed upon him, If the adventurers pursue this matter, the half-elf will talk
she escaped and ran and ran until reaching the city gates. with them in private. “I’m Vandt, not from around here; I
came through a portal. Not important. I’m looking for a
In truth, Alkaana is a member of the Servants of Flame. An
particular girl who was kidnapped by the Servants of Flame
hour after beginning their journey back to Aryd’s End, she
three nights ago. Her name is Shahade. Very soon, she will be
ritually sacrificed her bodyguard in order to receive infernal
sacrificed. I was given 1,000 gold pieces to recover Shahade.
protection from Demon Lord who is her patron. Alkaana is
If you help me locate her, I’ll cut you in for half.”
not only a practiced deceiver but a cold-blooded sociopath.
Anyone trying to judge her honesty, character, or the truth of If pressed for more background information, Vandt will say
her story are at a disadvantage (-4 penalty). that there’s no time for a full explanation but he was assigned
this mission in another realm and has journeyed a long way
Alkaana’s master is indeed an archaeologist named Kazmael.
to fi nd the girl.
He has reason to believe that a powerful sorcerer was buried
within the ancient mausoleum and that magic-user knew The GM could place Shahade at Trellyn Ikvaar’s temple in
powerful draconic secrets that would be invaluable to the the night-waste or perhaps a couple of dragon cultists are
Servants of Flame. assisting the drugged girl out of the city even now…?

25
THE KING REQUESTS AN AUDIENCE with a reserved air, not openly hostile but prepared to be
displeased by those who enter the throne room and petition
A thin man of average size and build approaches. He wears
her husband. If Yara needs anything (such as refreshments or
an array of multi-colored silk garments, almost like a jester
a garment made from exotic silk), Neeva is not far away.
but his dark features show that he’s no fool. The man’s beard
is black and well-maintained. Several steps behind the throne creeps Viraj the shadow
priest, waiting and watching.
“Greetings, I am Jafrazaadi, the King’s envoy. He requests
an audience with your entire party. Immediately. Please At Dran’s immediate left sits a shadow cat – a panther or tiger
follow.” Jafrazaadi turns and smoothly walks towards the crossbred with some shadow creature… sorcery at its best (or
King’s chamber, not looking back to see if the adventurers worst).
are following him. He simply assumes that they are.
“Why have you come to Aryd’s End? I doubt it’s because of the
By now, the adventurers may have themselves a reputation. revelry. No, there must be another reason. Have you come to
Certainly, they’ve been noticed by the royal spies and kill a man? To fi nd treasure? Does your master, whomever
thuggish informants who routinely patrol the streets of he may be, mean to harm the king of Aryd’s End?”
Aryd’s End. PCs, even if they’re Torth natives, stick out as
dangerous strangers. Dran requests an audience with them Obviously, Dran is casting a wide net. He doesn’t have a
before anything else happens. Those who refuse will be clue as to what brought the party to Aryd’s End. Though,
doggedly hunted until captured, at which point they’ll be he might know they’re connected to the robbery/murder of
decapitated. Lord Skittery and any other trouble they’ve gotten into since
arriving.
While Jafrazaadi does carry a ceremonial dagger, he has no
training as a warrior and will be easily dispatched. However, If the PCs talk of vast wealth, powerful magic items, or
anyone who kills him will be killed just as surely as if they’d forbidden secrets, Dran will want in on that action. In any
refused a royal command. case, the King requests that they report to him every 21
moons (three days)… so that he may judge their progress and
The GM is welcome to give this envoy more to do… perhaps intentions for himself.
he’s a Servant of Flame working with Viraj? Or maybe he’s
secretly working against the royal trinity as a worshiper of
Shaitan, trying to destabilize the kingdom? If that is the LEAVING THE THRONE ROOM
case, proof of his treachery would surely lessen the sentence
for his murderers. The adventurers can’t help but notice some kind of royal
celebration within the palace. Everyone is wearing masks
but observant adventurers can tell these are nobles, wealthy
THE THRONE ROOM merchants, and city officials… along with sultry dancing girls
in semi-transparent silk veils and litt le else.
Dran sits upon his throne. Observers notice it’s a piece of
column, broken off . The throne is adorned with symbols and Th ieves might be able to steal something valuable; others
pictograms of early days in Torth. The rest of this chamber is could mingle, possibly fi nding out information on the city,
well-appointed in gold and purple, orange, yellow, and gold- tribal feuding, notable individuals, etc.
colored silks, pillows, and paintings.

Hanging upon the wall facing Dran is a large, trapezoidal slab


of polished yellow and violet granite. Occasionally, strange
images fl icker upon the stone’s surface before disappearing.
Th is is one of Viraj’s scrying devices. When commanded by
anyone other than the shadow priest, there’s only a 2 in 6
chance the stone reveals what was asked of it (such as palace
intruders or what’s going on south of the city). Otherwise, it
fl ashes random scenes from other worlds.

To the right stands Dran’s wife, Yara. She is beautiful but

26
27
28
POST-ROYAL MASSACRE STRUNG-OUT SORCERER

A dark elf by the name of Ixaanis. Ixaanis is one of a few On their way out of the city, the PCs encounter a derelict
extremely vicious anti-royalists within Aryd’s End. Believing trying to crawl out of the gutter. He wears ragged black robes
the adventures either in league with the king or part of the embroidered with blue and orange mathematical or geometric
king’s plan to remain in power, Ixaanis has decided to cut off sigils. Th is is a magic-using junkie fallen on hard times.
that resource personally.
“Just one more hit. I can perform wonders for you, my lords
The dark elf ’s strategy is to come up behind the party’s and ladies.” He says while gesturing with cracked, weathered
straggler, maybe a magic-user or priest off to the side, hands, fi ngernails long and dirty. “I only need another shot
possibly distracted by the revelry. Ixaanis is sneaky and of the good stuff, then I’ll be back on top… a true sorcerer
organized enough to engineer a bit of street theatre if need be like I once was.”
(such as a voluptuous maiden offering shots of naqir from her
ample breasts). After the fi rst falls, he’ll try to surprise and Those who take pity on him and help him out have a 2 in 6 chance
assassinate another – this time, he’ll go for either the most of actually making a difference in his life. Otherwise, he’ll just
powerful looking character or the leader. After that, regular keep eking out his life as a junky until death claims him.
melee will begin with both sides being aware of the other.

If Ixaanis seems hopelessly out-gunned a few rounds into THE GOLDEN WARNING
the batt le, he’ll retreat through the crowd, using his magic
blade to help him hide in the throng of revelers. However, if A woman walks towards the adventurers wearing a feminine
he’s prevented from escaping, the dark elf can be questioned. gold-colored mask along with pink and orange silk robes.
Adventurers who can convince Ixaanis that they aren’t on the She delicately gestures while soft ly speaking her mind.
king’s side might fi nd an ally.
“I can tell that you are strangers here. Allow me to welcome
The dark elf also has a brother and a sister who could be (if you to our city... if only your stay could be a pleasant and
the GM decides to take things farther) more than willing to uneventful one. Beware the Servants of Flame, perhaps
avenge Ixaanis’ death. you’ve already been approached by one of their sinister
agents? They are like venomous serpents and all too
numerous in this city. They were nothing more than a dragon
Ixaanis worshiping cult... at fi rst. However, over the last 10,000
moons, the Servants of Flame have infi ltrated the hierarchy
HD: 7 HP: 35 AC: 16 [3] Att ack Bonus: +7 #Att acks: 2 and acquired a powerful artifact known as the Golm Jaahar.
Damage: 1d6+4 (short sword). Trust no one in Aryd’s End.”

Special: He wields the Short Sword of Assassination (see A moment later, she turns and leaves, walking into the throng
back of book for details). Ixaanis also gets an extra 4d6 on of masked revelers.
surprise att acks due to his roguish skills. Generous GMs will
allow a PC who rolls a natural 20 to disarm the dark elf, at Her name is Yssa. She belongs to the Khortha tribe and is
which point, Ixaanis will either flee (if able) or surrender (if a member of the Sect of the Gilded Mask. She was ordered
not). to communicate with the strangers, warning them of the
Servants of Flame.
Treasure: Aside from his enchanted steel, Ixaanis carries
a black leather pouch containing 3 emeralds worth
approximately 250 gold pieces each. He also wears black THE WATCHER
leather armor.
The adventurers are minding their own business (or maybe
they’re busting up the place) when a horrid-looking floating
head with three eyes and writhing tentacles hovers just into
view. As large as a gorilla, the head notices its prey - a humble
silk merchant - grabs the man with one of its mighty grey-
green tentacles and eats him whole.

29
A bald sorcerer, Naved, performed a ritual in the night-waste,
not an hour ago and near the city gates. Unfortunately for
Outside the Gates
his enemies, Naved was successful. An aberration of nature Leaving Aryd’s End is much easier than entering. One of
appeared in the form of a gigantic, three-eyed head, hideous the gatekeepers might wish the adventurers luck out there in
to behold and diabolic in purpose. It is known as the Watcher the night-waste. Within an hour, they could stumble onto
Beyond the Th reshold. Naved. He’s lounging on the sand, clutching a papier-mâché
head resembling The Watcher Beyond the Th reshold.
The ritual to summon it was taxing. Naved is resting just
outside the city while the Watcher Beyond the Th reshold
exacts his master’s revenge. However, Naved only has seven
hours before the god must be banished. If it remains in this Naved
world, no one controls the Watcher Beyond the Th reshold,
HD: 7 HP: 23 AC: 14 [5] Att ack Bonus: +2 Damage: 1d6
save itself.
(scimitar)

Special: All his sorcery was spent on summoning the head


The Watcher Beyond the Th reshold of a god.

HD: 13 HP: 85 AC: 20 [-1] Att ack Bonus: +10 #Att acks: 4 Treasure: 64 gold pieces.
or 1 Damage: 2d6 (4 tentacles) or 7d6 (three-eyed blast)

Special: If the creature rolls a natural 20 with a tentacle att ack,


SHE RIDES THE NIGHT
the humanoid is immediately raised up to the creature’s
mouth and bitten. Roll 6d6 for triple damage. Those blasted Adventurers traversing the desert will probably encounter
by a red surge of energy save for half damage. If the saving Idryssa the Worm Sorceress. She either walks beside or rides
throw is a natural 1, double the damage. If the saving throw upon the back of her Ixarquath – an insect worm hybrid that
is a natural 20, the target takes no damage. lives in the night-waste.

Idryssa is pale, beautiful, and ambitious; she does not suffer


fools gladly. If she can break a man by way of her overbearing
personality, she will.

Idryssa’s intentions are to protect herself from all the various


tribes, cults, and restrictions of civilization. Though she is evil
and callous, Idryssa won’t be overtly hostile to adventurers
she meets. Although, if the party seems especially small,
fragile, or under-powered, she might take their most prized
possession as a tribute. After all, her exceptional beauty
practically demands an offering of some kind.

Those attempting to seduce her have a chance if they are


charismatic, powerful, and closer to neutral evil in alignment
(or pretending to be).

Idryssa

HD: 6 HP: 36 AC: 12 [7] Att ack Bonus: +4 Damage:


1d10+3 (two-handed sword) or magic

Special: Not only does she wear the Headdress of Saheesha


(see back of book), the Worm Sorceress also wields an enchanted
blade known as the Devil’s Tooth (see back of the book for both
magic items). Idryssa casts spells as a 6th level magic-user.
30
31
If in real trouble, Idryssa will transform herself into a giant aeons even death may die.” Akzath quotes from the
sand worm in order to escape into the desert – leaving behind Necronomicon. “My favorite couplet from the forbidden
all her items and treasure. book. In the afterlife, you may take some small pleasure in
knowing that was the last thing you heard before the sound
Treasure: Aside from the magic items, she has 244 gold of all your bones snapping at once! Or… agree to serve me
pieces. loyally, feverishly… knowing you’re subordinate to a living
god. For I am the great Akzath Ithraed. Kneel before me,
servants. Kneel or die!”
Ixarquath
Akzath Ithraed is more dream than flesh. In this plane, he
HD: 8 HP: 47 AC: 14 [5] Att ack Bonus: +6 Damage: 3d6 is only semi-corporeal. Though extremely powerful, he’s
(bite) no god. Akzath manipulates reality with magic but cannot
touch or be touched normally.
Special: If the Ixarquath is damaged with cold, frost, ice, or
something similar, it will immediately recoil and flee into the Only ethereal weapons or those consecrated by a true god can
desert. hurt him. Of course, his condition means that he requires
servants to do his bidding. The sorcerer can also make good on
his threat and will annihilate those who refuse to serve him.
TOMB OF DRAGONS
Akzath Ithraed’s chief goal is to become a dragon. After all,
Akzath Ithraed was one of the original seven sorcerers who why become flesh if it’s going to be the weak flesh of a man?
bathed Torth in nuclear fi re. He sleeps the fitful slumber that
is a sorcerer’s death, entombed but not forgotten.

Th is mausoleum was given the name “Tomb of Dragons”


because its occupant was devoted to the scourge of the
skies. In fact, Akzath Ithraed believed he would eventually
transform himself into a dragon one.

Numerous enchantments protected the sorcerer from aging.


Akzath Ithraed is not a lich; he’s not even undead. Rather, he
willed himself back to life – that’s how strong his magic is.
Akzath Ithraed would be an invaluable asset to the Servants
of Flame. For that reason alone, the PCs should probably keep
him entombed or ingratiate themselves into his service.

For fear of looters, his sarcophagus is plain and unadorned


(alternatively, it could be gold and encrusted with rare and
precious stones, but magically trapped). Within, the sorcerer
stirs… recharging his energy. There is also a ward upon the
outside of his sarcophagus, preventing him from leaving.
Once it is opened, Akzath Ithraed will be freed.

Assuming Alkaana and Kazmael are still alive, they wait


for the adventurers to enter fi rst. Once inside, they will be
preoccupied by any writing, pictograms, or arcane symbols
carved upon the walls. Kazmael, in particular, wants to be sure
there aren’t any surprises before opening the sarcophagus.

Those investigating the humble sarcophagus of Akzath


Ithraed will fi nd the sorcerer less than sleepy.

“Th at is not dead which can eternal lie, and with strange

32
RUINED TEMPLE OF FLAME Ikvaar’s possession. It’s the focal point, so destroying the
idol or killing Trellyn Ikvaar are the only ways of stopping
The temple itself was magnificent at one time but is now a the portal’s creation. However, once the portal is open,
fallen monument to Torth’s once great civilization. Though obliterating the idol or the cult’s leader will only prevent
litt le more than a ruin, bizarre symmetry, unorthodox angles, dragons from being controlled - they are still coming
and cyclopean stonework suggest strange aeons. through, intent on repaying the debt of their incarceration
Trellyn Ikvaar and 2d4 members of the Servants of Flame are with ethereal torrents of chartreuse napalm!
gett ing ready to perform a ritual that will open the gateway
between Torth and wherever it is the dragons have been
imprisoned (a chaotic void, beneath the ocean before the Trellyn Ikvaar
fi rst age, within the hidden stars, or whatever the GM thinks
best). HD: 7 HP: 27 AC: 11 [8] Att ack Bonus: +3 Damage: 1d6+1
(magic scimitar)
If the GM chooses, Shahade (the girl with green eyes) is also
present but in some kind of stupor. Although, she could be Special: Trellyn possesses the Scimitar of Sapphire Tears
their human sacrifice just as easily as another humanoid. (see back of book). He has three more uses of the blade’s
sapphires and will use them all if he’s fighting for his life.
If it would be more dramatic (and the session is quickly He also knows spells up to and including 3rd level including
drawing to a close), the cultists could be mid-way through those contained at the end of this adventure.
their ritual. Otherwise, the adventurers have plenty of time
to either infi ltrate the Servants of Flame, pick cultists off Treasure: Besides the scimitar, he has the Key of Kahbdul
one by one, storm in via frontal assault, try to negotiate with (see back of book), and a small leather pouch containing
them, or simply wait until the ritual is underway. seven medium sized rubies, each worth approximately 600
gold pieces.
The key to this ritual is the diminutive, awful idol in Trellyn

Servants of Flame

HD: 2 HP: 9 AC: 13 [6] Att ack Bonus: +1 Damage: 1d6


(scimitars)

33
34
New Magic Items HEADDRESS OF SAHEESHA
Th is exotic headdress allows the wearer to communicate
SCIMITAR OF SAPPHIRE TEARS telepathically (sending and picking up surface thought
Th is sword dates back to the old times, before the nuclear fi re waves) with individuals (within 50’).
nearly destroyed Torth. The base of its blade is decorated
with seven tear-shaped sapphires, three on one side and four
THE DEVIL’S TOOTH
on the other.
Said to be forged from the fallen debris of Torth’s eighth moon,
The Scimitar has a keen edge and makes a critical on to-hit
this two-handed sword is a +3 weapon, +5 vs. amorphous and
rolls of 19 and 20. Additionally, it acts as a +1 weapon, +3
extra-dimensional/planar entities. Upon close examination,
vs. reptiles (including giant lizards, lizard-folk, snake-men,
the Devil’s Tooth barely resembles steel at all. In truth, it’s a
dragons, vampiric flying toads, etc.)
rare alloy containing unnatural (magical) properties.
Most potent of all, the scimitar of sapphire tears can grant
The Devil’s Tooth is an intelligent blade and has an interesting
its wielder advantage upon his att ack (effectively a +4 att ack
personality. Its usual silence is punctuated with sinister
bonus). However, this is usable a maximum of 7 times per
whispers, tempting the wielder to vile acts. Those upon the
owner. After each use of this special ability, a sapphire turns
horns of a dilemma will be convinced (or coerced) into doing
to onyx.
whatever deed is darker (4 in 6 chance).
Additionally, the blade gives off a subtle vibration and
FUSAHFEL sensation of cold when in the presence (within 50’) of an
Dran’s +1 bastard sword has a black mother of pearl hilt with intelligent magical sword.
a screaming skull as its pommel. The blade itself was forged
with three small rubies imbedded on its left side.
SHORT SWORD OF ASSASSINATION
Once per day, Fusahfel can open a medium-sized portal to
Th is jagged, wild-curved blade is treated as a +1 weapon, +3
another world… a nightmarish place of darkness, demons,
vs humanoids. It also yields advantage (+4 bonus) to hide,
and dragons. The portal lasts for seven rounds.
stealth, and sneaking up on opponents.

PAIN AMPLIFIER
KEY OF KAHBDUL
A silver rod, each end tapered, giving it a sleek appearance.
Th is large, iron key grants access to any locked (magical or
Many primitives, barbarians, and superstitious tribesmen
otherwise) door or container (such as a treasure chest) once
would consider it a magic wand. However, the pain amplifier
per day.
is a technological device. When the targeted individual is
touched with the device it does 1d4 damage, incapacitating
him for the same number of rounds. SANDSTORM
Sandstorm is a trident fashioned out of coral, precious stones,
PALE EMPRESS CORSET and minerals found on the ocean floor.

Th is is a black corset reinforced with the bones of delicate Instead of the standard trident damage, it does 3d4. It’s
Exkraat demons. Wearing this black, magenta, and bone- considered a +1 weapon.
white garment gives the wearer advantage (+4 bonus) to Additionally, this magic item has adapted to its desolate,
seduce, charm, or intimidate those in her presence. Though parched environment. Rather than commanding the ocean, it
enchanted, this corset is made for and will only fit a humanoid rules the desert! Once per day, the trident’s wielder may create
woman between 5’ and 6’ tall. a sandstorm large enough to envelope one large creature, two
medium-sized creatures, or three small creatures.
Th is diminutive desert twister lasts for 1d12 rounds, dealing
1d6 damage per round. There’s no saving throw or dexterity
check that can extricate a victim from the sandstorm, nor can
victims do anything besides fl ail about.

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New Spells BACKFIRE (4TH LEVEL)

Th is spell is cast upon a subject (such as the caster himself)


CREEPY CRIMSON (2ND LEVEL)
ahead of time. Later on, if the recipient of backfire is targeted
Writ in the blood of scary monks, this spell conjures a waft ing by an antagonist’s spell, the effect completely ignores the
mist of crimson hue. The blood red fog creeps slowly along the target in favor of the caster.
ground, eventually (2d4 rounds after casting) manifesting as
For instance, Aervd the sorcerer casts backfi re on himself
the following...
before an upcoming batt le. During the batt le, a dark mage
1. Skeletons or skeletal figures... perhaps the seldom casts fi reball on the entire party. The party, except for
mentioned bone masters! Aervd, is affected by the fi reball as normal. However, the
damage Aervd would have experienced falls to the dark mage
2. Naked women. These women might be 1) screaming, instead.
2) laughing, 3) seductive, or 4) giving birth.
Backfire lasts 10 minutes per caster level.
3. Grotesque parodies of flesh with tentacles… so many
tentacles!

4. Large, slimy crimson worms slithering out of forbidden THE EYES OF KAANDAR (4TH LEVEL)
tomes open to unspeakable pages of sanity-annihilating
The sorcerer manifests a writhing mass of eyes floating above
horror!
him. Th is many-eyed beast is from Kaandar, the darkest of
5. Insects crawling over a children’s toy (such as a teddy the dark worlds. It seeks only one thing: humanoid slaves!
bear or half-melted doll head).
Every humanoid (other than the caster) who isn’t deliberately
6. Roll twice and combine results or create your own (go averting his eyes, must make a saving throw or be compelled
for broke, you sick bastard!) to join the Kaandarian demon as it returns to its native plane.
The sorcerer’s companions have advantage (+4 bonus) on
Those witnessing such visions have a 2 in 6 chance of going their saving throws.
temporarily insane.

ERASURE (3RD LEVEL)

Th is spell wipes a specific object, individual, or event from a


subject’s memory. The effect lasts one day per level of caster.

RADICAL SUBJECTIVISM (3RD LEVEL)

When the spell is cast, a specific object ceases to exist for


a targeted individual. Conversely, the spell can be used to
make a non-existent object entirely real for an individual.
Either effects last for one hour per level of caster.

36
37
Afterword However, the good news (besides more of the same Vengerized
content) is that various elements can be mixed and matched.
Th is adventure is for novice adventurers, though mid-level Use the kaleidoscopic crystals from Purple, monster from
PCs might also have an interesting time… depending on the Liberation, or character class from Baleful or Swordsmen!
GM, of course. While such things may come from different worlds, their
aesthetic should be internally consistent enough to borrow
Set within an urban/desert sandbox, I wanted Revelry in freely.
Torth to get away from the linear “railroad” type of scenario.
Yet, there are several encounters wrapped up in plot points Revelry in Torth is the fi rst of a trilogy. Eventually, I will
able to guide parties towards a specific goal. author a second and third adventure set in this world. Th is
combined series will give GMs the full scope of Torth, each
Some characters will want to enrich themselves, others to book containing facets of the land and its mysterious people,
save the kingdom – or become kings themselves, a few might sorcery, artifacts, monsters, etc. Perhaps, you’ll create your
desire to save the girl, and there’s usually one in every party own scenario or guide book to running campaigns in Torth.
who just wants to be part of the action – whatever it is. I think If you do, let me know. I’d be more than happy to consult on
there’s a litt le something for everyone in here. That was my such a project.
goal, anyways.

Lord Skittery’s murder is (or could be) the inciting incident


that puts everything in motion. Taking a different approach
will require the emphasis to be placed upon another encounter
or two. Certainly, the royal “family” can be used as a focal
point. After all, they rule Aryd’s End for better or worse.
Various side-quests and adventures could flow from the curio
shop, bordello, and the old man slapping wet clay into a Great
Old One shaped pile of horror. Depending on your GM style
and caliber of players, the party might drunkenly careen from
one encounter to another.

Torth, particularly Aryd’s End, was inspired by bits and


pieces of the Middle East, as well as, previously published
RPG sett ings. The familiar, exotic, and strange should mix
together so that the world appears evocative without being
overwhelming or a stereotypical cliche. To that end, I believe
Revelry in Torth could easily be placed within an established
fantasy campaign sett ing.

Those familiar with my previous work: Liberation of the


Demon Slayer, The Baleful Sorcerer of Tsathag’kha, Th ree
Swordsmen, and The Islands of Purple-Haunted Putrescence
might see the following patterns which I freely admit are
there… weird hybrid creatures, subtle references to pop
culture, evil sorcerers, love of reptiles (Snake-Men rule!),
random and tangential encounters, along with a few things
that will just outright kill a man (or possibly destroy the
entire world). What can I say? I can’t help myself.

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39
Revelry in Torth takes place in a post-apocalyptic world.
Seven of the most powerful wizards created a gargantuan
fireball that destroyed the world in order to prevent a slave
revolt that threatened to extinguish humanity.
Hundreds of years after the holocaust, people are distrustful
of magic, each other, and the unbridled forces of Chaos...
demons, devils, dragons, and extra-dimensional aberrations.
Out of the night-cursed desert comes heroes, villains, and
treasure-seeking mercenaries to upset the balance of power.
You are one of these fearless adventurers. Is that a scorpion
squid erupting from the moons-lit sand? Attack!

Kort’thalis Publishing

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